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Post by LordPathos on Dec 30, 2019 3:43:11 GMT
T-pods need to work similar to other transports, a max model count and bigger models (warriors) count as 3. MCs could always count as the max or as a certain value, then maybe you could squeeze 2 carnifex in or swarmy with 2 tyrant guard.
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Post by gigasnail on Dec 30, 2019 3:49:11 GMT
Dreads can ride in pods and storm ravens. Codex SM pods can't carry dreads, they only take infantry that is not primaris, jump pack, terminator or cent. There is still a FW dreadnought pod IIRC but prob not worth it. there are the FW dread drop pods, the dread claws, the carybdis, etc. i dunno if the termite can or not.
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Post by mattblowers on Dec 30, 2019 12:10:55 GMT
Our t-cytes move after dropping, have fly, and fairly potent shooting. IMO that more than compensates for the 1 unit restriction.
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Post by kazetanade on Dec 30, 2019 12:15:07 GMT
Wouldn't call it fairly potent, but it's definitely better than other transports. The only better one I can think of is the stormlord which is a low...
My main problem with it really boils down to easy BGH points. In itc it let's you stack BGH and MfD really easily if you play a big monster mash concept, or just an easy 4th BGH point when they need it.
Can't wait for the new year, there are so many things to test...
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Post by dandc on Dec 30, 2019 12:57:56 GMT
I can see what a shooty BoB army looks like, but a melee BoB? Kraken Stealers, Hormogaunts, Swarmie and Broodlords with Build a Bear detachment of Flyrants, Mawlocs and Haruspexes? Im not so sure kraken is needed for stealers, as if you dont go first and they have a TFC, you arent going anywhere even with the triple d6 double advance. Swarmy sling in a Build a Bug of Pack Hunters and Spawns of the outer dark for pure damage input through survival and raw stat increase (4+++ vs overwatch and ap-2 claws/-1 talons) Worthy mention of this with stealers are the 5 that have Acid maw biomorphs going to ap-4 static. Horms sit at ap-1, 1cp for ap-2. If you dont think overwatch is a big issue in your meta, replace spawns of the out dark with Hypermetabolic Acceleration. Interesting. I'm thinking of building up a melee nid list and a shooty cult list (variety is the spice of life). Pack Hunters/Outer Dark Battalion of swarmie, Broodlords, Stealers and horms, Prey sight/something else detachment of Flyrants, Haruspexes, Mawlocs and lictors and maybe a GSC Battalion to bring an aberrant bomb to deal with super heavies sounds an option.
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Post by mule on Dec 30, 2019 14:10:19 GMT
Considering abberants will take up 1/5 of your list and eat up all of your cp. I suggest taking 3 fw cfex instead.
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Post by mattblowers on Dec 30, 2019 14:54:22 GMT
Wouldn't call it fairly potent, but it's definitely better than other transports. The only better one I can think of is the stormlord which is a low... My main problem with it really boils down to easy BGH points. In itc it let's you stack BGH and MfD really easily if you play a big monster mash concept, or just an easy 4th BGH point when they need it. Can't wait for the new year, there are so many things to test... 5D6 shots dropping right where you need them is fairly potent. You always hit on 5s. I typically use them to soften up a target I need to charge or finish off a unit for the kill point. They are excellent at digging out cultists/guardsmen that hid out of sight/range from your other shooters. T-cytes are deceptively strong for the points. I don't care about BGH. If they are picking on my t-cytes instead of my exocrines or flyrant (or Swarmlord/OOE) than I'm winning that game. We bleed secondaries anyway. So far I don't see a build that gets around that.
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Post by killercroc on Dec 30, 2019 15:29:16 GMT
I think Cytes are pretty good now, especially for their reduced cost. The only issue is they transport a single unit instead of an amount of models meaning they're less effective with units that need synapse to work (Teamwork not the rule) so what goes in them is a big deal. Now that Exos can move and shoot with the strat they're a strong choice for it, stay safe for a turn to drop and melt a unit that's trying to stay out of range or Los. Flip side Dakkagaunts, since nothing buffs them anyway (Tervigon is still dead to me) they work great solo pods, coming down and just doing 60x S4 shots twice can really mess up some infantry, and with the pods guns thrown in they can be a pretty serious threat.
So what I dislike about Cytes is the units you want to put in there are harder to make work. Warriors would be great in a pod, but since they need a Prime to really shine even though those warriors only take up 9 out of 20 slots you still need to get the Prime next to them another way. His own Cyte, Tunnels, Running, Etc. So if Cytes worked like any other transport in the game I'd give them a thumbs up, but since they have the Tyranid De-buff they're situational and depend on your army and what's in them.
Oh also they're expensive and a pain in the butt to build.
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Post by mattblowers on Dec 30, 2019 15:44:20 GMT
Oh also they're expensive and a pain in the butt to build. Exactly! This is why I want to play them. Cost me a fortune, took forever to build and paint, so now that I've found a decent use, I'm a gonna try.
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Post by nintura on Dec 30, 2019 15:44:40 GMT
Well, my list is going to likely be short a flyrant given at how easy they are to target, so I might try warriors in a cyte and a prime in a tunnel from the trygon. My only concern is that's a lot of pressure on one side, and the opponent is likely to remove models closer to you so you can't make the charge. But if the warriors can tag at least one thing, you can pop the start for a 3d6 drop lowest charge with your trygon, or pop the lictor up with them and get in without overwatch to prevent overwatch while charging with everything else. Feels like a one shot strat.
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Post by killercroc on Dec 30, 2019 15:52:32 GMT
Oh also they're expensive and a pain in the butt to build. Exactly! This is why I want to play them. Cost me a fortune, took forever to build and paint, so now that I've found a decent use, I'm a gonna try. I only got 1 of them so the cost didn't really hit hard (mainly the cost stopped me from getting more) but I remember how boring and repetitive putting the thing together was, I Might get another for the Sporocyst but that's a very 'ehh' unit more for fun than anything serious. Well, my list is going to likely be short a flyrant given at how easy they are to target, so I might try warriors in a cyte and a prime in a tunnel from the trygon. My only concern is that's a lot of pressure on one side, and the opponent is likely to remove models closer to you so you can't make the charge. But if the warriors can tag at least one thing, you can pop the start for a 3d6 drop lowest charge with your trygon, or pop the lictor up with them and get in without overwatch to prevent overwatch while charging with everything else. Feels like a one shot strat. Flyrants are easy to target but I've found they're pretty tanky, if anything reserve them depending on your opponents list. They're only packing a few cannons? He's good on the table. They're packing 10+ Lascannons with Captains and Lieutenants? Into reserves for him! I'm looking forward to my Lictors getting some use with this new strat for +1 to charge and no Overwatch. Needing 9" with 2D6+1 w/ re-rolls is pretty good odds especially on such a cheap model, just to deny a units shooting so this is really good against flame agressors and the like.
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Post by nintura on Dec 30, 2019 16:11:38 GMT
yep, I have 5 regular lictors and 3 clear resin ones to model with. Probably my favorite model in the game. it'll def make sure your opponent stays away from cover.
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Post by N.I.B. on Dec 30, 2019 16:53:37 GMT
I fondly remember Mycetic Spores that with some luck could pop a Rhino if dropped in the rear arc, with their 6 S6 tentacles with 6" range, which was ideal for the accompanying Dakkafex to shoot at the juicy flesh that spilled out. Cost 40pts. My null deployment list is still the most fun build I've tried to this date. But 75pts to kill 1.65 marines (assuming no cover) per turn, not really substantial output. Not great, not terrible.
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Post by gigasnail on Dec 30, 2019 17:23:23 GMT
Kind of like most of the codex.
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Post by kazetanade on Dec 30, 2019 20:17:05 GMT
I maintain that Flyrant chassis is 3 or none at all, Barring SL.
Their damage output was not fixed, but it didn't really need to be fixed. They were often good, having participation in 3 phases made them really good and flexible. The issue would be that you either used them as support damage, or ganged up all of them on 1 or 2 targets. Their weakness was being left out in the cold when they drop out of DS to charge, thereby only participating for 2 phases before being focused down. Previously we also had the big Kill Shot / Linked Fire / Cassie problem where Flyrants would have to tank inordinate amounts of anti-tank that literally shred them to pieces.
If my memory and value estimation is right, if the Flyrants make it into combat on the drop and survive 1 turn, they will basically make back or draw equal.
I'm really keyed in on this SL + Flyrants combo to get them into something on the drop, wrap it, survive the 1st drop turn, and let them roam freely thereafter to harass the enemy. Single Flyrants with HVC and MRC are really good at clearing out MSU obsec Marines while the HVC offer some supporting fire to the Exo and HG. More likely than not people WILL focus the Exo after its drop, and likely the HG too, and by the time they're done killing that, the Flyrants would have free reign.
I just really want a 3rd Flyrant but can't make the points work. Maybe if I drop the Exo, dependant on meta shifts and his damage profile stops being good.
I also have lots of questions in my head about these Hormagants. I think I see big potential from Behemoth for them. The question is, does it work? And then there's the question of Jorm vs Kronos for the shooters - I'm not a big fan of Symbiostorm for HG due to no +1 to hit, meaning you average the same result as Lurking Maw, but are susceptible to hit modifiers (shooting Fliers for eg, or Eldar or other Nids or whoever has neg mods), in exchange of doing it more than once.
The Toxi in my mind is a nice gimmick - he's great vs Tau and maybe Eldar, that's about it. Marines don't care as much and have strong counter-melee threats that could HI in and screw him over, in the worst case scenario. Ditto for Nids, Necrons, Orks. So only Aeldari, who tend to rely on psychic and shooting, and Tau, who have no melee, hate that things guts.
Male, male, Mally... I don't know how to feel about him. I think he's a niche pick, for a specialist list. He'll be awesome for any sort of moving castle.
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